How to: Get order of tabs, save into NSUserDefaults then retrieve - iphone

I have a default UITabBarApplication with default views and tabs... etc. I have eight tabs that have the customizable option, so users can reorder tabs.
How do I get the order of the tabs, save that into NSUserDefaults and retrieve it when the app loads back up. I'd like to see some code examples.
Here is where I'm at so far:
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
NSMutableArray *vcArray = [NSMutableArray arrayWithCapacity:8];
NSArray *savedViews = tabBarController.viewControllers;
for (UIViewController *theVC in savedViews){
[vcArray addObject:theVC.title];
}
[[NSUserDefaults standardUserDefaults] setObject:vcArray forKey:#"tabLayout"];
}
- (void)tabBar:(UITabBar *)tabBar didEndCustomizingItems:(NSArray *)items changed:(BOOL)changed {
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSArray *tabLayout = [defaults arrayForKey:#"tabLayout"];
NSMutableArray *orderedLayout = [NSMutableArray arrayWithCapacity:8];
NSArray *defaultOrder = tabBarController.viewControllers;
for (int i =0; i < 8; i++){
for (UIViewController *theVC in defaultOrder) {
if ([theVC.title isEqualToString:[tabLayout objectAtIndex:i]]) {
[orderedLayout addObject:theVC];
}
}
}
tabBarController.viewControllers = orderedLayout;
}
This code doesn't seem to work in the simulator. I reorder the tabs and hit done then stop the app, but when I hit build and run again the app reverts to default. Why isn't the code above working?
Thanks.

One comment:
NSUserDefaults don't always work with the simulator. If you're doing a new build each time, then of course everything gets reset.
Two suggestions:
put an NSLog in the latter method to make sure that it's being called
build the app to a device, move the tabs around, close the app (completely -- not just in background), open the app again, behold what happens.

Related

iOS: How to hide a UITextField on settings change?

I have a settings screen in which I set the units for the app. The user can go from the main screen to the settings screen and after selecting the desired unit, the settings screen is dismissed.
When the user returns to the main screen, I want to hide and show two UITextField.
I tried the following code in viewDidLoad and viewDidAppear but doesn't work:
textBox1.hidden = YES;
textBox2.hidden = NO;
This may be trivial but any help is appreciated. Thanks.
UPDATE:
I have connected the 'Settings' screen with Sugue using push and dismiss the settings screen using [self.navigationController popViewControllerAnimated:YES]; which leads the user back to main screen. Now, I need to refresh the screen controls based on the settings and it's not working
first:
shouldn't it be
self.textBox1 = YES; // or [self.textBox1 setHidden:YES];
self.textBox2 = NO; // or [self.textBox2 setHidden:NO];
Second:
make sure that outlets are not null
NSLog("textBox1 = %#" , self.textBox1);
Third:
Try some code like this
int64_t delayInSeconds = 15.0;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, delayInSeconds * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
self.textBox1.hidden = YES;
self.textBox2.hidden = NO ;
});
Do this in your viewWillAppear or DidAppear. Then in 15 seconds you will see the changes if everything is wired correctly.
Set the following bools to yes or no (in the settings screen).
BOOL hideTextBox1;
BOOL hideTextBox2;
Save the variable (in the settings screen):
NSString *hideTextBox1String;
NSString *hideTextBox2String;
if(hideTextBox1 == YES){
hideTextBox1String = #"YES"
}else{
hideTextBox1String = nil
}
if(hideTextBox2 == YES){
hideTextBox2String = #"YES"
}else{
hideTextBox2String = nil
}
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults setObject:hideTextBox2String forKey:#"hideTextBox2"];
[defaults setObject:hideTextBox1String forKey:#"hideTextBox1"];
[defaults synchronize];
Retrieve it in the first viewcontroller:
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSString *hideBox1 = [defaults objectForKey:#"hideTextBox1"];
NSString *hideBox2 = [defaults objectForKey:#"hideTextBox2"];
if(hideBox1 != nil){
textBox1.hidden = YES;
}else{
textBox1.hidden = NO;
}
if(hideBox2 != nil){
textBox2.hidden = YES;
}else{
textBox2.hidden = NO;
}
This will make the change permanent untill you change back. Guess that's what youre looking for.
Since setting the text does not work either I am guessing your IBOutlets may be messed up. To re-do them do the following:
First go into your Storyboard & zoom into the view controller that your working on
Control + Click your UITextView or UITextField, you will see a similar menu:
You can see that I have an IBOutlet set named txtCaseID
If you see an outlet set like I do, go ahead and click the X to remove it
To re-add this outlet, open up the Assistance Editor to view the Storyboard & your .h
Control + Click & Drag from your textBox in your Storyboard to the IBOutlet you made previously in your .h like so:
Make sure to do this for both textBoxes.
Let me know if you need any other help--
thank you for taking time.. I just realized the my code for reading the value for the boolean key from NSUserDefaults was in viewDidLoad which only gets called once :)
I moved that line of code to viewWillAppear and everything works as expected!

iOS Game Center: Creating Lifetime Achievements

I'm trying to add a Lifetime achievement to my iOS app. That is, how many times the user performed the single action since he played the game for the first time. In other words, how many kills he got since... ever. I'm using the code based on the one provided by Apple:
.h file:
int64_t lifetimeScore;
IBOutlet UILabel *lifetimeScoreLabel;
.m file:
- (IBAction) increaseScore {
self.lifetimeScore = self.lifetimeScore + 1;
lifetimeScoreLabel.text = [NSString stringWithFormat: #"%ld", self.lifetimeScore];
// Saving the Score:
NSUserDefaults * defaults = [NSUserDefaults standardUserDefaults];
[defaults setInteger:lifetimeScore forKey: #"Score"];
[defaults synchronize];
[self checkAchievements]; }
- (void)viewDidLoad {
[super viewDidLoad];
// Loading the Lifetime Score:
self.lifetimeScore = [[NSUserDefaults standardUserDefaults] integerForKey: #"Score"];
lifetimeScoreLabel.text = [NSString stringWithFormat: #"%ld", self.lifetimeScore];
(...)
}
I works great, no warnings, but each time I close the app, deletes it from the Multitask bar and open the app again, the lifetimeScore goes back to zero. I'm trying to save the int_64 using NSUserDefaults but so far I can't make it work... any ideas?
EDIT: The code was fixed and now it's working 100% in case anyone wants to use it. The complete source code can found here: http://mobile.tutsplus.com/tutorials/iphone/ios-sdk-game-center-achievements-and-leaderboards-part-2/
#"Store" should be #"Score", just so I can get the points... :)

Error Message using a custom class (Property type 'view' not found)

I am using a custom class very similar to the Tweet Bot info panels in my application. I have this class working perfectly when a button is tapped, however what I am trying to achieve is getting this 'alert panel' to show when my application finishes launching or comes from being idle.
To call this class using a standard I am using the following code;
-(IBAction) button1Tapped:(id) sender
{
[MKInfoPanel showPanelInView:self.view
type:MKInfoPanelTypeInfo
title:#"Tweet Posted!"
subtitle:nil
hideAfter:2];
}
But I am having issues including this in my main AppDelegate.m. I keep getting an error message of 'Property type view not found in Total_HealthAppDelegate when i use the following;
- (void)applicationWillEnterForeground:(UIApplication *)application
{
[MKInfoPanel showPanelInView:self.view
type:MKInfoPanelTypeInfo
title:#"Total:Health Support"
subtitle:#"Welcome"
hideAfter:3];
}
Any advice would be great
Try using self.window in place of self.view when this code is inside the AppDelegate. Also be sure to include the appropriate header files and declare the class.
However, I recommend you put this code into the viewController that first wakes up instead. Here's one way to accomplish this.
Set up a BOOL in NSUserDefaults called justWokeUp. Then, in the appDelegate, set it to YES when the app wakes up:
- (void)applicationWillEnterForeground:(UIApplication *)application
{
NSUserDefaults *standardUserDefaults = [NSUserDefaults standardUserDefaults];
[standardUserDefaults setBool:YES forKey:#"justWokeUp];
}
Now, in any viewController that might be the first to load when the app resumes, check this value to see whether you should send the alert:
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
NSUserDefaults *standardUserDefaults = [NSUserDefaults standardUserDefaults];
if ([standardUserDefaults boolForKey:#"justWokeUp"]) {
[MKInfoPanel showPanelInView:self.view
type:MKInfoPanelTypeInfo
title:#"Total:Health Support"
subtitle:#"Welcome"
hideAfter:3];
[standardUserDefaults setBool:NO forKey:#"justWokeUp"];
}

How to run a code for only once?

I'm working on an iPhone app, and I'm wondering if I could run some code segment for only once (in other words: an initialization code, that I want it to be executed only at the very first run).
Here's my code, that I execute it at didFinishLaunchingwithOptions method:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the tab bar controller's view to the window and display.
[self.window addSubview:tabBarController.view];
[self.tabBarController setSelectedIndex:2];
[self.window makeKeyAndVisible];
[self createPlist1];
[self createPlist2];
[self createPlist3];
return YES;
}
I want the last three messages to be executed only at the very first run. I thought I could use the UserDefaults and set a key after these messages executes (at the first run) and check for the value of that key at each run, but I'm feeling that there's a better idea -which I don't know.
Thanks in advance.
Using a setting (via NSUserDefaults) is how it's normally done. For added benefit, give the setting the meaning of "last run version"; this way, you'll get a chance to run code not only once per app lifetime, but also once per version upgrade.
That said, your run-once code has persistent side effects, right? Those plists go somewhere probably. So you can check if they exist before creating them. Use the result of the run-once code as a trigger for running it again.
EDIT:
NSUserDefaults *Def = [NSUserDefaults standardUserDefaults];
NSString *Ver = [Def stringForKey:#"Version"];
NSString *CurVer = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleVersionKey];
if(Ver == nil || [Ver compare:CurVer] != 0)
{
if(Ver == nil)
{
//Run once per lifetime code
}
//Run once-per-upgrade code, if any
[Def setObject:CurVer forKey:#"Version"];
}
A much simpler possible solution ->
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
if ([defaults objectForKey:#"FirstTimeBool"]==nil)
{
[defaults setObject:#"YES" forKey:#"FirstTimeBool"];
... //Code to be executed only once until user deletes the app!
...
this is what I used:
static dispatch_once_t once;
dispatch_once(&once, ^ {
// run once code goes here
});
I think you're on the right track with the User Defaults, something like:
-(BOOL)isInitialRun
{
NSNumber *bRun = [[NSUserDefaults standardUserDefaults] valueForKey:#"initialRun"];
if (!bRun) { return YES; }
return [bRun boolValue];
}
-(void)setIsInitialRun:(BOOL)value
{
[[NSUserDefaults standardUserDefaults] setBool:value forKey:#"initialRun"];
}
Then in your app delegate:
if ([self isInitialRun])
{
[self createPlist1];
[self createPlist2];
[self createPlist3];
[self setIsInitialRun:NO];
}
To my knowledge, the way you propose is the only option. Save a key to NSUserDefaults after you ran it for the first time and check for the existence of said key.
You could however, also check in each of your functions (the createPlist1 - 3 functions) run a check if the PList is already there. Would be a bit cleaner.
One thing I would add to #Seva Alekseyev answer:
After you make any changes (i.e. [Def setObject:CurVer forKey:#"Version"];) you should call [Def synchronize]
I had a problem where changes made to NSUserDefaults using setObject were not getting saved, until I used synchronize.

How can I use registerDefaults: properly, to load my default settings?

I've been told that I need to use the registerDefaults: to load the NSUserDefaults if the user has never changed the app settings.
In my AppDelegate I am using the following code:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Load default defaults
[[NSUserDefaults standardUserDefaults] registerDefaults:[NSDictionary dictionaryWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"Defaults" ofType:#"plist"]]];
[[NSUserDefaults standardUserDefaults] synchronize];
// Add the view controller's view to the window and display.
[window addSubview:viewController.view];
[window makeKeyAndVisible];
return YES;
}
I copied the Root.plist of my settings bundle to the ressources folder of my project and renamed it Defaults.plist
Now in the viewDidLoad method of my view controller i'm using the following code to load the settings:
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
if ((([[defaults objectForKey:kToggleSwitch] isEqualToString:#"Enabled"]) ? YES : NO)) {
//Do Stuff
//BTW i'm using strings for the True/False the values of the ON/OFF positions of the UISwitch
}
Even with doing all this, my default settings stored in the Root.plist of my settings bundle don't get loaded. The only way they load is if the user actually goes into the iPhone settings and simply views my app's settings page.
Clearly i'm doing something wrong here can someone help me out. Btw i'm running it using iOS 4.1
when I made my app, i never knew of any defaults to be registered, so I made a poor man's defaults:
I have a bool variable: haveConfig, which is checked when the settings are loaded:
haveConfig = [prefs boolForKey:#"haveConfig"];
if (!haveConfig)
{
return;
}
/* Load settings here */
....
First time the "haveConfig" will be false, so I don't load them. When the user first changes one of the settings, they are stored together with the "haveConfig" variable:
haveConfig = true;
[prefs setBool:haveConfig forKey:#"haveConfig"];
...
I know it's not perfect, but it works :-)